I’m starting a campaign of Generation Ship.

I’m starting a campaign of Generation Ship.

I’m starting a campaign of Generation Ship. My group has just done session zero, chosen their families and characters, and established some facts about the ship and the Awakening. But before I do the first real session next week, I’m wondering: how many Factions should I establish for them to bounce off? There are three player Families – is two Factions too many, or should I think about using all the unused playbooks?

If you haven’t already picked up Far Beyond Humanity, its 30% off thanks to the GM’s day sale.

If you haven’t already picked up Far Beyond Humanity, its 30% off thanks to the GM’s day sale.

If you haven’t already picked up Far Beyond Humanity, its 30% off thanks to the GM’s day sale. While you’re there, you could pick up “Colonies” and “21 Jump Points” as well.

https://www.drivethrurpg.com/product/215816/Uncharted-Worlds-Far-Beyond-Humanity?src=plus

Ran two sessions of Uncharted Worlds at KapCon this weekend.

Ran two sessions of Uncharted Worlds at KapCon this weekend.

Ran two sessions of Uncharted Worlds at KapCon this weekend. In the first, using the “Repossession” jump point, a hired group stole the “Proteus”, a prototype Nakamoto fast trader, from an airshow. It didn’t go well, the ship was badly damaged during the escape, and to cover their escape they blew up a fuel depot, causing dozens of deaths. Naturally, the Drifter scapegoated the analyst for this. By they time they got to delivering the ship to their employer, the group were at each other’s throats, and in the end someone actually blew a favour to have someone else dropped in it and shopped to the authorities after the group had gone their separate ways.

The second run used the “Derelict” jump point. The crew of the “nocturnal aviation” were doing a little unauthorised salvage on the wreck of a prototype Ironclad / Epoch Trust escort carrier. Things went sideways pretty fast, but some fancy shooting and fancier flying got them out of it. Unfortunately the nearest place to get repairs was an Epoch Trust research facility where the Wrecker’s wife lived – the wife he had screwed over to steal something from Epoch. Things got smoothed over in the end, but debts were incurred.

As usual, both sessions played like great first episodes of a campaign or a TV show, and I’d love to see where the characters would go next.

Look what arrived in the mail today!

Look what arrived in the mail today!

Look what arrived in the mail today!

Not the best photo, since I was in a hurry. The cover is a little faded compared to the digital version, but still looks good. So, I’ve clicked the button, and you can now get it in hardcopy if you prefer it that way.

OK, fine, you talked me into it.

OK, fine, you talked me into it.

OK, fine, you talked me into it.

Hab-domes clustered around atmosphere processors. Pressure shelters built into underground caverns. Tin shacks under an alien sky. Every colony world is different. But every one of them is a community, full of people trying to make a new life in a new place.

Colonies is a story supplement for the Uncharted Worlds roleplaying game which provides additional material on running campaigns set on colony worlds. It is intended to be used as a source of ideas during campaign setup. Colonies includes:

* Advice on campaign setup

* Optional rules for colony campaigns

* “Frontier Hellhole”, a quick-start campaign.

Because people live in all sorts of places…

http://drivethrurpg.com/product/219470/Colonies?src=plus

Colonies book is all done and ready to go.

Colonies book is all done and ready to go.

Colonies book is all done and ready to go. I have an ISBN and everything! The only question is whether to release the PDF now and release print when it checks out, or wait a month for the print version to be approved and for a proof to make its way to New Zealand so I can release it all at once.

Colonies book is well advanced.

Colonies book is well advanced.

Colonies book is well advanced. I’ve got all the campaign setup advice done, along with a historicly inspired quickstart setting which has plenty of inbuilt tension and story potential. I have a series of leading questions to customise that a bit and crystalise a few threats. What I’m having trouble with is how to get from there to a campaign start.

The problem is that colony games (and cities and stations) have independent characters. So a group-focused Jump Point seems forced. How I’d do it in play is to look at the characters I’ve got and craft a situation with a few leading questions for each of them. But simply saying that seems like a bit of a let-down, like I’m not providing value to the reader.

Given the different play-style of a colony game, what would people want?

I’m thinking of doing another UW book, similar to “Wild Jumps”, on colony campaigns.

I’m thinking of doing another UW book, similar to “Wild Jumps”, on colony campaigns.

I’m thinking of doing another UW book, similar to “Wild Jumps”, on colony campaigns. So, advice on campaign setup, some story ideas from relevant fiction, and a quickstart. Would people be interested in this?